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Everything posted by Zepp
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Definitely!
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Trollers then Tankers... although Tankers then Trollers for most AVs... Defenders are often really good to have, but their role is quite different from damage mitigation (most of the time)... Doms and Brutes can also be quite good, but they tend to be more damage focused and not as much team players...
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Would increasing the range to blaster levels (longer with the ATOs), be reasonable as it would allow for more of a scout-feel sans snipes...
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The Great Archetype Concept Battle [Final Round]
Zepp replied to Zepp's topic in Suggestions & Feedback
The poll is open for two weeks! Devs & Mods are also invited to give their feedback, especially in regards to feasibility. -
Alright, as I had no objections to the tiebreaking procedures, the winners for the Fourth Round are in! Congratulations to The Duo & Defiler! The next round of voting is open, the final match! (Voting is open for two weeks, and please speak up about which you feel is a better choice and why!)
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The Great Archetype Concept Battle [Final Round]
Zepp replied to Zepp's topic in Suggestions & Feedback
Battle 1: Captain v The Duo The Duo (19.06.07.16.09.36) Feasibility: 6 - The playtesting that has already been done by the proposer has doubled the score here. Niche: 6 - This is definitely in the DPS camp, but with a different approach to other DPSers out there. Interest: 8 - I would definitely make at least one of these. Defiler (19.06.09.22.12.59) Feasibility: 5 - The secondary sets may take a while to fine-tune and I see balance issues as taking some time. Niche: 6 - This is definitely in the DPS camp, but with a different approach to other DPSers out there. Interest: 5 - I think this is the best frontline support proposal I've read through. Winner: The Duo -
Welcome to The Great Archetype Concept Battle. This is a set of polls wherein proposed Archetypes go head to head to determine community interest. The Polls will be open for approximately one week and the brackets will be updated weekly. The goal is to come up with a single proposed archetype concept that the whole community can rally behind. Voting should be based, in principle, on Feasibility, Niche, & Interest. Feasibility: 1 (difficult to balance, requires a large amount of set development, etc.) to 10 (could be in-game tomorrow) Niche: 1 (is already addressed by another AT) to 10 (there is a hole in the game that this would fill) Interest: 1 (I wouldn't play it) to 10 (I plan to make at least 20 alts in this AT) Your Contestants! Battle: The Duo v Defiler The Duo (19.06.07.16.09.36) Assault/{Pet/Armor/Support} Partnership: +DMG +ToHit in proximity to pet. Share power effects with pet. The Duo is an AT that is focused on working strongly with a single pet partner and balancing the burden with them. Defiler (19.06.09.22.12.59) Melee/{Support/Armor} [placeholder]: A defensive bonus which decreases with teammates paired with a secondary effect bonus which increases with teammates. Defilers are focused on debuffing enemies and buffing allies from the fray.
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What could be done for LRTP? Could we add mission door, SG base, Ouroboros, etc? It's pretty solid as is, what else would you want? Group LRTP?
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I was trying to explain it in a manner that was easier to grasp. It is a series of animations paired with particle effects in a manner to create what appears to be a weapon, which makes it more complex than most animations used in the game. And the skin would also not be a "skin" per se, but a new set of animations that follow the model of the original animation. But, because that is hard to understand I tried to explain it through analogy.
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Utility, IMO, does not and should not come free. I thought bringing in an earlier post may help to consider the broader issues surrounding recall friend and TP Foe.
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Read the latter half of the quoted text for the T3 power. It sounds like that is what you are interested in. I included the prior as it had gained slightly more support, e.g.: I think, if everyone agrees on the other three powers, a broader discussion of the T3 and T5 may be the best path forward for this thread. T3: Short-range TP with a defensive buff or Defensive toggle with a universal movement buff? (TP Res for both) T5: PBAoE, Chain, or TAoE? What sort of damage and visual effects?
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The plan, as stated earlier, is to rework the inherent, increase the damage to just below scrapper levels, and somehow give them a meaningful perception and/or ToHit buff. This would make them good as anti-stalkers in PVP and also good against some Arachnos. The information is incomplete, and I may have read into it a little, but it seems like this is where it is headed. I think the most likely resolution of the opportunity mechanic is that they will merge the effects and make it triggerable by either the T1 or T2.
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While I would love a bunch of reskins for whip, Steampunkette hit the nail on the head. These are dynamic skins, not static skins. The amount of work for reskinning the whips once would be about the same as adding a dozen new skins for every other weapon in the game. (give or take).
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Alright, I went through the thread and am trying to get some of the best ideas for the rework: T1; Recall: Can target enemy (range 200) or friend (range 20,000), brings target to caster, never causes aggro. Cast time around 3s (no interrupt) and recharge around 4s. [Cast time and Recharge needs more discourse] T2: Tactical Teleport: Short range 30' Teleport with a 30s unstackable defense buff (similar level to combat jumping) and Teleport resistance. T3: Teleport: 3-5 endurance per TP, 6s hover after TP cancelled by movement. T4: Long-Range Teleport: Expand the number of choices to include most zones and current mission. T5: Teleport Assault: Chain attack. I think this sounds reasonable, and it allows people to continue to have access to all current powers with the same current requirements. It also addresses both the need for a defensive and more clearly offensive power. It is not overpowered, but each power could be reasonably desirable. As always, I'm open for discussion about these ideas, but I would definitely be happy if something like this was the end result of the rework.
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Thank you. (although which group is the majority is not yet established, let us, to be accurate, state that a significant number of players are taking the pool for a single power). Your proposed set is interesting. I like Replacement's proposal. Given that Enflame allows either a friend or a foe to be targeted, it should be possible. (just add "never causes aggro" tag as well). The only concern I have is that Recall Friend has a range of 10k, and TP Foe has a range of 200 (and recently it seems like it is requiring line of site as well). Can you have one range for Friends and another for Foes in the same power?
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The OP already acknowledged this, and there has been much discussion of how to deal with the dual-issue of having a long enough hover for lag while eliminating hover-tar. The main ideas are the removal of the -100% flight speed and the hover being cancelled by movement.
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@Redlynne I stated that I currently lacked evidence of a certain playstyle existing in the current context of the game. I now have evidence of that playstyle. This does not change anything, in reality, as I already acknowledged that this may be an issue for that specific playstyle. I have also, repeatedly, defended the basis for my proposal. The only responses I have received are based on either on popularity or personal play style. As I have stated, I have had toons in the past that have utilized this playstyle. That being said, I asserted that despite the existence and possible popularity of that playstyle, a change may still be in the broader interest of the game. There has been little substantial refutation of this position. In other words, rather than attacking me, and making unfounded accusations of my "bias", perhaps attempt formulating positions as to why a different order is preferable. At what point did I assert "authority" on the topic. I have a lot of experience with the pool. Likely more than many of those attacking me. I have had toons with just Recall Friend, just TP Foe, just TP, and toons with all five of the powers before respeccing out of TP Team. That being said, I have not, nor would I ever argue from authority. Arguments from authority tend to be weak because they tend to lack support.
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Find a post where I ever said that. The data was appreciated, but I already addressed that argument.
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So, by stating the reality that prior to this statement I had no evidence that this playstyle was still being used disqualifies me? There may be players out there that only take TP Foe, or only take TP. I am not sure if they exist, but there is that probability. Does acknowledging the probability that these players exist while also acknowledging that I do not know if they exist also disqualify me? I apologize for being frank and honest and making a proposal that was designed to fix a problem and make a set better without placing your preferences above the rest of the community.
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People that are fine with sentinels as they are will be unlikely to open this thread or post a response.
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Most of the discussion around Teleport Foe has been around the need to have it marked as "never causes aggro" with some discussion about the idea of cutting down the recharge time. There has also been discussion about expanding it to multiple targets and/or adding stun or damage to it, but that has not gained much support.
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May I be so blunt as to point out that you know that I made characters on live that only used Recall Friend. I know it is a popular power. And I understand that popularity has to be considered when making decisions. However, what I do not agree with is that popularity is the only issue that needs to be considered. Let me be clear. I know where all y'all are coming from. I am just pointing out the reality that even though it is not popular, having Recall Friend as a T4 (with the caveat that it is like Tough, requiring only one other power), may be the best of many bad options.
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My policy is ask, and if it can't be done, it can't be done. Remember, the engine has been upgraded since live, so what was possible may differ from what is possible.
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A couple things. I think all T4s should be altered to allow them to be taken with only one other pool power (like Tough). I think both Group TP and Group Fly need to be removed and replaced and whirlwind could use an added -ToHit I think that Recall Friend is a much stronger power than the other low-tier TP powers/ the proposed Tactical Teleport. Again, I like being able to get Recall Friend without pre-requisites, but the question is, whether it is the best path forward.
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You are assuming that I was assuming. I did not assume that it was a single choice pick that is unlikely to be taken. I considered a myriad of issues at hand. One issue is that comparable sets have an offensive, travel, and defensive power in T1-T3. For Teleport, these would TP Foe, TP, and [New Power]. Recall Friend is a good power, but is closer to T4 powers in other power pools than T1. Having the defensive power as a T5 is simply a worse option than moving Recall Friend and LRTP. Any way the powerset is reworked will be controversial. I understand your point. I know that it would be a difficult decision to do so. I also acknowledge that there are no choices that will not annoy some people. Move TP Foe and you will annoy some people, move Recall Friend and you will annoy some people, place a defensive power as a T5 and you will annoy some people. There is no way to do this that will not be harmful, including leaving it as is. I have considered that problem. And the question is what is the best option. In this case, aligning the set with other travel powers was the primary reason for my proposal to have TP Foe in the top three rather than Recall Friend. There may be better options (like having T1-T4 not have pre-requisites, and T5 only requiring one other power), but the issue there would be precedent and power creep. So, again, there are no good options, the question is, what is the best option we can come up with. Also Malcolm Gladwell (aside from his heightism) is a good source, but he is not always right. Furthermore, misapplication of his ideas is not reasonable.